.vpat1 LDX #4 ; This is the Start screen with no fonts loaded, so set STX firstFreePattern ; firstFreePattern to 4 RTS ; Return from the subroutine without copying anything to ; the pattern buffers .vpat2 LDX #37 ; This is the Space view with the normal font loaded, STX firstFreePattern ; so set firstFreePattern to 37 RTS ; Return from the subroutine without copying anything to ; the pattern buffers .SetLinePatterns LDA QQ11 ; If the view type in QQ11 is $CF (Start screen with no CMP #$CF ; font loaded), jump to vpat1 to set firstFreePattern to BEQ vpat1 ; 4 and return from the subroutine CMP #$10 ; If the view type in QQ11 is $10 (Space view with BEQ vpat2 ; the normal font loaded), jump to vpat2 to set ; firstFreePattern to 37 and return from the subroutine LDX #66 ; Set X = 66 to use as the value of firstFreePattern ; then there is no dashboard LDA QQ11 ; If bit 7 of the view type in QQ11 is set then there BMI vpat3 ; is no dashboard, so jump to vpat3 to keep X = 66 LDX #60 ; There is a dashboard, so set X = 60 to use as the ; value of firstFreePattern .vpat3 STX firstFreePattern ; Set firstFreePattern to the value we set in X, so it ; is 66 when there is no dashboard, or 60 when there is ; ; We now load the image data for the horizontal line, ; vertical line and block images, starting at pattern 37 ; and ending at the pattern in firstFreePattern (60 or ; 66) LDA #HI(lineImage) ; Set V(1 0) = lineImage so we copy the pattern data for STA V+1 ; the line images into the pattern buffers below LDA #LO(lineImage) STA V LDA #HI(pattBuffer0+8*37) ; Set SC(1 0) to the address of pattern 37 in STA SC+1 ; pattern buffer 0 LDA #LO(pattBuffer0+8*37) STA SC LDA #HI(pattBuffer1+8*37) ; Set SC2(1 0) to the address of pattern 37 in STA SC2+1 ; pattern buffer 1 LDA #LO(pattBuffer1+8*37) STA SC2 LDY #0 ; We are about to copy data into the pattern buffers, ; so set an index counter in Y LDX #37 ; We are copying the image data into patterns 37 to 60, ; so set a pattern counter in X .vpat4 SETUP_PPU_FOR_ICON_BAR ; If the PPU has started drawing the icon bar, configure ; the PPU to use nametable 0 and pattern table 0 ; We repeat the following code eight times, so it copies ; eight bytes of each pattern into both pattern buffers LDA (V),Y ; Copy the Y-th pattern byte from the line image table STA (SC),Y ; into pattern buffers 0 and 1, and increment the index STA (SC2),Y ; in Y INY LDA (V),Y ; Copy the Y-th pattern byte from the line image table STA (SC),Y ; into pattern buffers 0 and 1, and increment the index STA (SC2),Y ; in Y INY LDA (V),Y ; Copy the Y-th pattern byte from the line image table STA (SC),Y ; into pattern buffers 0 and 1, and increment the index STA (SC2),Y ; in Y INY LDA (V),Y ; Copy the Y-th pattern byte from the line image table STA (SC),Y ; into pattern buffers 0 and 1, and increment the index STA (SC2),Y ; in Y INY LDA (V),Y ; Copy the Y-th pattern byte from the line image table STA (SC),Y ; into pattern buffers 0 and 1, and increment the index STA (SC2),Y ; in Y INY LDA (V),Y ; Copy the Y-th pattern byte from the line image table STA (SC),Y ; into pattern buffers 0 and 1, and increment the index STA (SC2),Y ; in Y INY LDA (V),Y ; Copy the Y-th pattern byte from the line image table STA (SC),Y ; into pattern buffers 0 and 1, and increment the index STA (SC2),Y ; in Y INY LDA (V),Y ; Copy the Y-th pattern byte from the line image table STA (SC),Y ; into pattern buffers 0 and 1, and increment the index STA (SC2),Y ; in Y INY BNE vpat5 ; If we just incremented Y back around to 0, then INC V+1 ; increment the high bytes of V(1 0), SC(1 0) and INC SC+1 ; SC2(1 0) to point to the next page in memory INC SC2+1 .vpat5 INX ; Increment the pattern counter in X CPX #60 ; Loop back until we have copied patterns 37 to 59 BNE vpat4 .vpat6 SETUP_PPU_FOR_ICON_BAR ; If the PPU has started drawing the icon bar, configure ; the PPU to use nametable 0 and pattern table 0 CPX firstFreePattern ; If the pattern counter in X matches firstFreePattern, BEQ vpat8 ; jump to vpat8 to exit the following loop ; Otherwise we keep copying tiles until X matches ; firstFreePattern LDA (V),Y ; Copy the Y-th pattern byte from the line image table STA (SC2),Y ; into pattern buffer 1, zero the Y-th byte of pattern LDA #0 ; buffer 0, and increment the index STA (SC),Y INY LDA (V),Y ; Copy the Y-th pattern byte from the line image table STA (SC2),Y ; into pattern buffer 1, zero the Y-th byte of pattern LDA #0 ; buffer 0, and increment the index STA (SC),Y INY LDA (V),Y ; Copy the Y-th pattern byte from the line image table STA (SC2),Y ; into pattern buffer 1, zero the Y-th byte of pattern LDA #0 ; buffer 0, and increment the index STA (SC),Y INY LDA (V),Y ; Copy the Y-th pattern byte from the line image table STA (SC2),Y ; into pattern buffer 1, zero the Y-th byte of pattern LDA #0 ; buffer 0, and increment the index STA (SC),Y INY LDA (V),Y ; Copy the Y-th pattern byte from the line image table STA (SC2),Y ; into pattern buffer 1, zero the Y-th byte of pattern LDA #0 ; buffer 0, and increment the index STA (SC),Y INY LDA (V),Y ; Copy the Y-th pattern byte from the line image table STA (SC2),Y ; into pattern buffer 1, zero the Y-th byte of pattern LDA #0 ; buffer 0, and increment the index STA (SC),Y INY LDA (V),Y ; Copy the Y-th pattern byte from the line image table STA (SC2),Y ; into pattern buffer 1, zero the Y-th byte of pattern LDA #0 ; buffer 0, and increment the index STA (SC),Y INY LDA (V),Y ; Copy the Y-th pattern byte from the line image table STA (SC2),Y ; into pattern buffer 1, zero the Y-th byte of pattern LDA #0 ; buffer 0, and increment the index STA (SC),Y INY BNE vpat7 ; If we just incremented Y back around to 0, then INC V+1 ; increment the high bytes of V(1 0), SC(1 0) and INC SC+1 ; SC2(1 0) to point to the next page in memory INC SC2+1 .vpat7 INX ; Increment the pattern counter in X JMP vpat6 ; Loop back to copy more patterns, if required .vpat8 SETUP_PPU_FOR_ICON_BAR ; If the PPU has started drawing the icon bar, configure ; the PPU to use nametable 0 and pattern table 0 ; Finally, we reset the next six patterns (i.e. the ones ; from firstFreePattern onwards), so we need to zero 48 ; bytes, as there are eight bytes in each pattern ; ; We keep using the index in Y, as it already points to ; the correct place in the buffers LDA #0 ; Set A = 0 so we can zero the pattern buffers LDX #48 ; Set X as a byte counter .vpat9 STA (SC2),Y ; Zero the Y-th byte of both pattern buffers STA (SC),Y INY ; Increment the index counter BNE vpat10 ; If we just incremented Y back around to 0, then INC SC2+1 ; increment the high bytes of SC(1 0) and SC2(1 0) INC SC+1 ; to point to the next page in memory .vpat10 DEX ; Decrement the byte counter BNE vpat9 ; Loop back until we have zeroed all 48 bytes SETUP_PPU_FOR_ICON_BAR ; If the PPU has started drawing the icon bar, configure ; the PPU to use nametable 0 and pattern table 0 RTS ; Return from the subroutineName: SetLinePatterns [Show more] Type: Subroutine Category: Drawing the screen Summary: Copy the patterns for horizontal line, vertical line and block images into the pattern buffers, depending on the view Deep dive: Drawing lines in the NES versionContext: See this subroutine in context in the source code References: This subroutine is called as follows: * SetLinePatterns_b3 calls SetLinePatterns
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Macro SETUP_PPU_FOR_ICON_BAR (category: PPU)
If the PPU has started drawing the icon bar, configure the PPU to use nametable 0 and pattern table 0
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Variable firstFreePattern in workspace ZP
Contains the number of the first free pattern in the pattern buffer that we can draw into next (or 0 if there are no free patterns)
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Variable lineImage (category: Drawing lines)
Image data for the horizontal line, vertical line and block images
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Variable pattBuffer0 in workspace Cartridge WRAM
The pattern buffer for bitplane 0 (1 bit per pixel) that gets sent to the PPU during VBlank
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Variable pattBuffer1 in workspace Cartridge WRAM
The pattern buffer for bitplane 1 (1 bit per pixel) that gets sent to the PPU during VBlank
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Label vpat1 is local to this routine
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Label vpat10 is local to this routine
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Label vpat2 is local to this routine
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Label vpat3 is local to this routine
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Label vpat4 is local to this routine
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Label vpat5 is local to this routine
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Label vpat6 is local to this routine
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Label vpat7 is local to this routine
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Label vpat8 is local to this routine
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Label vpat9 is local to this routine